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Actor not completely destroyed on Destroyed?

I call AActor::Destroy on an actor I made in c++ but it seems like it's static mesh component's collision is still left in the world after the actor being destroyed. The issue is "solved"/avoided when removing the static mesh component.

I provide the project I discovered this issue in when I was playing around. It's derived from the first person example. Fire some projectiles with the left mouse button and then try to walk through them when they are removed. I draw debug spheres were they were are removed to simplify testing. I get stuck when trying to walk with my pawn through the removed actors. Version used is 4.6.1.

Since I couldn't get the upload file feature to work I will temporary provide a dropbox link here. Don't ask me about the name.

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asked Jan 07 '15 at 04:05 PM in Bug Reports

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avatar image Ben Halliday STAFF Jan 08 '15 at 12:01 AM

Hey undercover,

I was able to reproduce this in your project, but when I attempted it in a new project your code worked fine with one exception: it appears that you are not including "PhysicsEngine/PhysicsThrusterComponent.h" in your RocketProjectile.h. I'm not certain how you were able to get ThrusterComponent to work at all without it, and I'm not certain if it's related to the problem you're seeing, but it's the only difference I can see. Can you try putting #include "PhysicsEngine/PhysicsThrusterComponent.h" in your RocketProjectile.h and building? Thanks!

avatar image undercover Jan 08 '15 at 10:47 AM

I use the #include "Engine.h" instead of #include "EngineMinimal.h" for simplicity. And "Engine.h" does include "PhysicsEngine/PhysicsThrusterComponent.h", but I guess you missed that I changed that include.

I tested to just add the "PhysicsEngine/PhysicsThrusterComponent.h" include and use the "EngineMinimal.h" header instead but the error still remains.

avatar image undercover Jan 20 '15 at 01:14 PM

Any update regarding this issue? Think this bug should be solved even though you may be able to work around it.

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I am able to reproduce something very similar in 4.6.1. It probably still needs testing in 4.7p3.

If you:

  1. Make a BP actor with multiple static mesh actors. These need collision.

  2. Make the parent (root) mesh simulate phyiscs

  3. Activate (or just verify) Auto Weld on the children

  4. Destroy the actor during gameplay (Something like Begin Play > Delay(5s) > Destory(self)

  5. Simulate, but pause so you can enter the console command "pxvis collision" and then play

You can see that the children collisions are remaining behind instead of being destroyed. Oddly enough, you cannot see this if you just use Show Collision console command.

I've put in a Jira ticket for this. Granted, I'm not doing a coding project, but your problem sounds very similar to what I'm seeing above.

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answered Jan 20 '15 at 03:19 PM

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ActualZak STAFF
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avatar image ActualZak STAFF Jan 20 '15 at 03:48 PM

UPDATE: I cannot reproduce this in 4.7p3. I talked to one of our Physics programmers back in Dec regarding this. Looks like it was fixed.

avatar image undercover Jan 20 '15 at 03:53 PM

Sounds good. Thanks!

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